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TheRagamuffin
Aug 31, 2008

In Paradox Space, when you cross the line, your nuts are mine.

Tehan posted:

Unlike the Vampires or Mages, they don't have to figure out what to do with their power because they know drat well why they have said power. Unlike the werecritters, there's no arguing about what needs to be done because they can just go ask Ma'at. Their watches play the Go Go Power Rangers tune and they drop whatever they're doing in their real lives (because they can, and do, pass for regular people when they're not off fighting evil) and they go fight the forces of evil. Less angst about ambiguity of purpose, more overdone kung-fu and punching giant evil monsters in the dick.

Arguably Set was Lord Zed, but he was killed by a werewolf a couple thousand years ago. The Followers are Set are definitely the henchmen in this parallel. Bane Mummies are Tommy, the Green Ranger.

I am suddenly 100% sold on this setting.

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Captain Oblivious
Oct 12, 2007

I'm not like other posters

TheRagamuffin posted:

I am suddenly 100% sold on this setting.

Yeah what the gently caress why didn't anyone tell me OWoD Mummy was the best splat

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver

Tehan posted:

Unlike the Vampires or Mages, they don't have to figure out what to do with their power because they know drat well why they have said power. Unlike the werecritters, there's no arguing about what needs to be done because they can just go ask Ma'at. Their watches play the Go Go Power Rangers tune and they drop whatever they're doing in their real lives (because they can, and do, pass for regular people when they're not off fighting evil) and they go fight the forces of evil. Less angst about ambiguity of purpose, more overdone kung-fu and punching giant evil monsters in the dick.

Arguably Set was Lord Zed, but he was killed by a werewolf a couple thousand years ago. The Followers are Set are definitely the henchmen in this parallel. Bane Mummies are Tommy, the Green Ranger.
This sounds *amazing*

Stroth
Mar 31, 2007

All Problems Solved

Captain Oblivious posted:

Yeah what the gently caress why didn't anyone tell me OWoD Mummy was the best splat

Because it came out right at the end of the Old World of Darkness and only got the Rulebook and the players guide before everything got dumped for the reboot.

Pierzak
Oct 30, 2010

Stroth posted:

Because it came out right at the end of the Old World of Darkness and only got the Rulebook and the players guide before everything got dumped for the reboot.
So, awesome premise AND no excessive splatbooks? :haw: Sold!

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver
Guys I kinda want to play a mummy now

Tehan
Jan 19, 2011
Since people seem interested I'm reskimming the revised corebook for Mummy and the focus in the later edition seems to be on the new breed of mummies. The old breed were people granted immortality by the Spell of Life 1.0 - when they died, they went to Amenti, the Dark City of Sand within the Dark Umbra and possibly the safest place to be dead in the entirety of the oWoD. They built up their spiritual energies and then re-emerged back into life to continue the good fight. Within Amenti was Osiris, the vampire who is what Saulot wishes he could be, who sat in torpor. But then the Dja-Akh struck, known to most as the Sixth Maelstrom, and a massive snowstorm swept through Amenti, tearing all the spirits within to shreds. But Osiris woke up, got his game face on, and held back the power of the Maelstrom for long enough to gather his surviving followers, the fragments of the souls of many of the fallen, and the power of Amenti, and GTFO'd with them all in tow. The power of Amenti was used to create the Web of Faith - a network of places of divine energy throughout the Middle East and Northern Africa. The surviving followers re-entered the world to continue their mission. But the soul fragments are the interesting thing - Osiris gave them enough power to seek out someone who had great, unrealized potential, someone being held back by some flaw in their character, and was about to die before their time, and offer them a deal that I'd describe as Faustian if it wasn't so drat win-win - become one with the soul fragment and get a new lease on life. To quote the book:

quote:

The world is a grim place, the victims of centuries of atrocities carried out against it. Creatures supernatural and mundane advance malign agendas to hasten the downward spiral of sicety, to snuff out the flame of hope and innocence in humanity. When he returns to life, your character has the power to stand against these forces. He has been given an opportunity for a second chance, a new beginning.

quote:

Upon returning to life, the Amenti is more alive than ever before. His senses are more refined, and sensation is more intense. Lights seem more colorful and brighter. Sex is more fulfilling. Food is more flavorful. As every tactile sense is heightened, life becomes indescribably more sensuous. Although the mummy still spends periods of inactivity within the dead realms, the joys that life has to offer remind him constantly to strive to return. The world that the Modeler has created is too beautiful not to savor, and the spark of the divine wakes an incomparable appreciation for living.

So upon returning to life, the new mummy goes on a pilgrimage to the Web of Faith, both to gather the divine energy needed to complete their transformation into a Power Ranger mummy and to come to terms with the new other half of their soul. The old soul tore out the most flawed part of the prospective mummy's soul (after said prospect accepted the deal, of course) and replaced it with themselves. Their dead body wakes back up and they have seventy days to make it to the area of the Web of Faith and start charging their brand-new spiritual batteries before they start rotting. The theme of this part of the mummy life-cycle is overcoming culture shock, from the merging of two possibly wildly different personalities to the cultural assumptions that both parties are bringing to the table, compounded by characters that are most likely American or European going on a Hajj, and meeting and interacting with the mummies that have made it their duty to help others on that same pilgrimage.

So right from the start you've got self-improvement, overcoming cultural barriers, and the responsibility of power welded into the heart of the setting before a single fist has been violently applied to the dick of a single monster. But on top of that they've got powers that start with supernatural attributes (mummies are not bound by the usual mortal limits on attributes) and then go into varieties of magic to brew potions or create amulets to take their attributes into the realm of the ridiculous (up to rating 8, if you know the system), spells to see the future, control the weather and call down each of the Plagues of Egypt, and perform a benevolent form of necromancy. They can still have sex and father children or get pregnant, they can still enjoy drugs but have greater resistance to the side-effects, they heal faster than mortals and have a lot of ways to heal magically, and if they die they can resurrect from anything short of complete atomic disintegration after a period in the lands of death that can be as short as a day. As long as they stay tight with Ma'at - which has a code of conduct that is pretty easy to follow as long as you're not a douchebag - they're drat near impossible to kill. It's a pretty sweet deal.

Edit: almost forgot - they can also have an immortal animal buddy that dies and resurrects with them, such as a cat, a falcon, a crocodile, or a lion.

Tehan fucked around with this message at 21:38 on Jul 22, 2014

Fantastic Alice
Jan 23, 2012





So it sounds like Osiris essentially made Exaltations. That's kind of bitchin I guess.

There a NWoD equivalent and is it anywhere near as cool sounding?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I think Sin-Eaters are kind of similar, but I'm not familiar with that splat.

citybeatnik
Mar 1, 2013

You Are All
WEIRDOS




There's a WTF D&D article talking about Mummy.

It points out the fact that Mummy is still very much a WoD game. Hilariously so, in fact.

Tehan
Jan 19, 2011

citybeatnik posted:

There's a WTF D&D article talking about Mummy.

So there is. In that Zero Punctuation sort of way, it seems like they actually kinda liked it since they mostly focused on the art, which is just more proof that the 90s never died at White Wolf.

gatz
Oct 19, 2012

Love 'em and leave 'em
Groom 'em and feed 'em
Cid Shinjuku
lol, this thread goes gold when I haven't posted an update in a month. You all are great. Thanks so much for keeping the thread active and interesting. Trust me, I'm working on an update, and surprisingly I'm actually enjoying writing it. I swear the updates will come back regularly again, I just needed some time off. Expect an update tonight or tomorrow.

I think that when the LP is finally done, I'll go back through the thread and combine all of these great effortposts into bonus updates for lparchive.org.

gatz fucked around with this message at 00:52 on Jul 23, 2014

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Tehan posted:

Since people seem interested I'm reskimming the revised corebook for Mummy and the focus in the later edition seems to be on the new breed of mummies. The old breed were people granted immortality by the Spell of Life 1.0 - when they died, they went to Amenti, the Dark City of Sand within the Dark Umbra and possibly the safest place to be dead in the entirety of the oWoD. They built up their spiritual energies and then re-emerged back into life to continue the good fight. Within Amenti was Osiris, the vampire who is what Saulot wishes he could be, who sat in torpor. But then the Dja-Akh struck, known to most as the Sixth Maelstrom, and a massive snowstorm swept through Amenti, tearing all the spirits within to shreds. But Osiris woke up, got his game face on, and held back the power of the Maelstrom for long enough to gather his surviving followers, the fragments of the souls of many of the fallen, and the power of Amenti, and GTFO'd with them all in tow. The power of Amenti was used to create the Web of Faith - a network of places of divine energy throughout the Middle East and Northern Africa. The surviving followers re-entered the world to continue their mission. But the soul fragments are the interesting thing - Osiris gave them enough power to seek out someone who had great, unrealized potential, someone being held back by some flaw in their character, and was about to die before their time, and offer them a deal that I'd describe as Faustian if it wasn't so drat win-win - become one with the soul fragment and get a new lease on life. To quote the book:



So upon returning to life, the new mummy goes on a pilgrimage to the Web of Faith, both to gather the divine energy needed to complete their transformation into a Power Ranger mummy and to come to terms with the new other half of their soul. The old soul tore out the most flawed part of the prospective mummy's soul (after said prospect accepted the deal, of course) and replaced it with themselves. Their dead body wakes back up and they have seventy days to make it to the area of the Web of Faith and start charging their brand-new spiritual batteries before they start rotting. The theme of this part of the mummy life-cycle is overcoming culture shock, from the merging of two possibly wildly different personalities to the cultural assumptions that both parties are bringing to the table, compounded by characters that are most likely American or European going on a Hajj, and meeting and interacting with the mummies that have made it their duty to help others on that same pilgrimage.

So right from the start you've got self-improvement, overcoming cultural barriers, and the responsibility of power welded into the heart of the setting before a single fist has been violently applied to the dick of a single monster. But on top of that they've got powers that start with supernatural attributes (mummies are not bound by the usual mortal limits on attributes) and then go into varieties of magic to brew potions or create amulets to take their attributes into the realm of the ridiculous (up to rating 8, if you know the system), spells to see the future, control the weather and call down each of the Plagues of Egypt, and perform a benevolent form of necromancy. They can still have sex and father children or get pregnant, they can still enjoy drugs but have greater resistance to the side-effects, they heal faster than mortals and have a lot of ways to heal magically, and if they die they can resurrect from anything short of complete atomic disintegration after a period in the lands of death that can be as short as a day. As long as they stay tight with Ma'at - which has a code of conduct that is pretty easy to follow as long as you're not a douchebag - they're drat near impossible to kill. It's a pretty sweet deal.

Edit: almost forgot - they can also have an immortal animal buddy that dies and resurrects with them, such as a cat, a falcon, a crocodile, or a lion.

All I can hear is this

https://www.youtube.com/watch?v=7Wt6XlVob_E

J.theYellow
May 7, 2003
Slippery Tilde
Let's not forget the most notorious fan-made project in the nWoD: Hunchback: The Lurching. The story of The Miserable, about co-dependency, self pity, despite, anger and alienation by those afflicted by a Hump, a supernatural teratoma on their back. Also, there's an awful lot of them in Pittsburgh for some reason.

Zeroisanumber
Oct 23, 2010

Nap Ghost

Tehan posted:

So there is. In that Zero Punctuation sort of way, it seems like they actually kinda liked it since they mostly focused on the art, which is just more proof that the 90s never died at White Wolf.

Nothing and no one will ever beat the art from the original Clanbook: Tzimisce.

Bear in mind that this is the tip of the crazy iceberg.




From there it

just


gets



weirder

Zeroisanumber fucked around with this message at 07:30 on Jul 23, 2014

GuyUpNorth
Apr 29, 2014

Witty phrases on random basis
And even better, France allegedly sold it in a porn bag because of that vagina.

PureRok
Mar 27, 2010

Good as new.
Even if you are an immortal blood-sucking beast why would you want a vagina face?

Tehan
Jan 19, 2011

PureRok posted:

Even if you are an immortal blood-sucking beast why would you want a vagina face?

Tzimisce fashion trends are weird.

Pierzak
Oct 30, 2010

PureRok posted:

Even if you are an immortal blood-sucking beast why would you want a vagina face?
Because someone else gave it to you :v:

anglachel
May 28, 2012

Tehan posted:

As long as they stay tight with Ma'at - which has a code of conduct that is pretty easy to follow as long as you're not a douchebag - they're drat near impossible to kill. It's a pretty sweet deal.

I would note that it's not QUITE that good of a deal. Ma'at has to be convinced that your ready to go back out with a roll based on your Morality score, but the roll becomes more difficult the more times you've died. From my vague memories your probably okay dying about 3 times, but at that point the roll can get difficult to succeed on, and he will bench you. Though the circumstances of your death can likely positively impact the roll as well to negate this penalty.

Still it's not "unlimited spawns forever" kind of deal. You can eventually die so many times that your kept on the bench for a very long time.

Tehan
Jan 19, 2011

anglachel posted:

I would note that it's not QUITE that good of a deal. Ma'at has to be convinced that your ready to go back out with a roll based on your Morality score, but the roll becomes more difficult the more times you've died. From my vague memories your probably okay dying about 3 times, but at that point the roll can get difficult to succeed on, and he will bench you. Though the circumstances of your death can likely positively impact the roll as well to negate this penalty.

Still it's not "unlimited spawns forever" kind of deal. You can eventually die so many times that your kept on the bench for a very long time.

Unless I'm missing something, I'm pretty sure this is the case with the old-style mummies and not the new Spell of Life 2.0 mummies in the Revised edition. The only time revised mummies start risking permanent death due to their lack of adherence to Ma'at is if they bottom out the morality meter, and in the mummy Heirarchy of Sin this is what's required to take that final step into damnation:

quote:

Offences against individuals, including murder, rape, torture and similar crimes. Any deliberate act that leads to death or permanent harm of a living person who lives in harmony with Ma'at. The lives of all persons living in accord with Ma'at must be honored and respected.

And it specifically allows exceptions for mummies to defend themselves or others (ticking time bomb scenario :v:), as well as stating that undead and servants of Apophis are explicitly unperson and 'deserve no consideration under Ma'at'.

The rest of the time the resurrection rolls are just based on willpower, mummy mojo, and a specific skill for coming back from the dead. The roll's a tricky one and if the player is cursed by the dice gods they can end up spending multiple points of permanent willpower or mummy mojo on it but it'd be very, very hard to entirely run out of the required stats, and even if they do they can go on adventures in the lands of the dead to recover them.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Mighty Morphing Undead Unambiguously Good Guy Mummy Rangers.

I love it. The fact that they seem to be on the upper end of the OWoD power scale (mages don't count) is just more amusing for some reason.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Erebro posted:

And the thing is, apart from their origins, Unfleshed are almost identical to organic Created. Their New Dawn is the exact same quest, if they successfully complete it they transmute themselves into normal, carbon-based humans. Part of their milestones always involves realizing machines are an extension of Humanity, as humans built them.

Which makes things even more confusing.

Another tidbit about the Unfleshed after giving the book another gander: Unfleshed can also be made from any non-living material. Pinnochio would be an Unfleshed, too.

Really, Promethean is an amazing game that's incredibly difficult to run unless you have a very mature and close-knit group. You're playing the classic outsiders looking in, the inhuman creations that long to be human - Pinnochio, Data, and Frankenstein's monster to name but a few. Even Ariel from the original myth of the Little Mermaid has an echo here, an inhuman thing that wants to be human so she can have a soul. As flawed and fallible as humans are, these intelligent creations still want to be them.

Of course, Adolph Hitler and Pol Pot were human, and any famous serial killer you can name that one of the other splats hasn't claimed...

fspades
Jun 3, 2013

by R. Guyovich

Captain Oblivious posted:

Mighty Morphing Undead Unambiguously Good Guy Mummy Rangers.

I love it. The fact that they seem to be on the upper end of the OWoD power scale (mages don't count) is just more amusing for some reason.

Well, let's be fair to other lines here. While the books contain lethal amounts of angst, in practice most WoD games devolve into punching Cthulhu in the dick at some point. Dramatic "woe is me, I've become a monster" acts are hard to keep for even the most hardcore players. Sure, they love to talk about them like how WH40k fans can't stop talking about how crazy and evil the Imperium is, but that doesn't always translate to actual gameplay.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

fspades posted:

Well, let's be fair to other lines here. While the books contain lethal amounts of angst, in practice most WoD games devolve into punching Cthulhu in the dick at some point all the time. Dramatic "woe is me, I've become a monster" acts are hard to keep for even the most hardcore players. Sure, they love to talk about them like how WH40k fans can't stop talking about how crazy and evil the Imperium is, but that doesn't always translate to actual gameplay.

You just described perfectly the average Werewolf: The Apocalypse game. I stopped playing Vampire because pretty much all the local players were assholes who spent all their time being jerks and trying to eat each other in-game for real life reasons. The guys of my werewolf game group were pretty lighthearted and we usually did what seemed the most fun at the moment, even if we had to ignore the lore, the meta plot or the rules. Werewolf is a pretty fun game when you stop taking everything so seriously and just embrace the insanity of the setting.

Wanderer
Nov 5, 2006

our every move is the new tradition
It was my experience that most Werewolf and Mage games turn into horror-flavored high adventure with reasonable speed, because nobody wants to be all grim-dark all the drat time and you're capable of some pretty awesome things. I did a straight-up "punching Nazis in Hollow Earth" session once and it turned out really well.

Vampire doesn't lend itself to that anywhere near as well.

Kanthulhu
Apr 8, 2009
NO ONE SPOIL GAME OF THRONES FOR ME!

IF SOMEONE TELLS ME THAT OBERYN MARTELL AND THE MOUNTAIN DIE THIS SEASON, I'M GOING TO BE PISSED.

BUT NOT HALF AS PISSED AS I'D BE IF SOMEONE WERE TO SPOIL VARYS KILLING A LANISTER!!!


(Dany shits in a field)

fspades posted:

Well, let's be fair to other lines here. While the books contain lethal amounts of angst, in practice most WoD games devolve into punching Cthulhu in the dick at some point. Dramatic "woe is me, I've become a monster" acts are hard to keep for even the most hardcore players. Sure, they love to talk about them like how WH40k fans can't stop talking about how crazy and evil the Imperium is, but that doesn't always translate to actual gameplay.

How well do the prometheans punch Cthulhu in the the dick?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Kanthulhu posted:

How well do the prometheans punch Cthulhu in the the dick?

They aren't really set up to fight Cthulu - their game line really doesn't have any cosmic evils unless you count the fact that reality itself protests their existence, but Prometheans are ridiculously hard to put down. Pound for pound, they're right up there with werewolves in a slugging match.

That being said, I think Prometheans are capable of more and more deep-seated wide-scale devastation than any other line in NWoD unless Hunters get a nuke or something. And they can do it just by staying put - every Promethean passively creates a Wasteland around them if they don't move on, and Wastelands can get horrifying quickly. Particular honors go to the Zeka, Prometheans born of radioactivity. Their wasteland is a nuclear fallout zone.

Cythereal fucked around with this message at 23:03 on Jul 23, 2014

Kanthulhu
Apr 8, 2009
NO ONE SPOIL GAME OF THRONES FOR ME!

IF SOMEONE TELLS ME THAT OBERYN MARTELL AND THE MOUNTAIN DIE THIS SEASON, I'M GOING TO BE PISSED.

BUT NOT HALF AS PISSED AS I'D BE IF SOMEONE WERE TO SPOIL VARYS KILLING A LANISTER!!!


(Dany shits in a field)

Cythereal posted:

They aren't really set up to fight Cthulu - their game line really doesn't have any cosmic evils unless you count the fact that reality itself protests their existence, but Prometheans are ridiculously hard to put down. Pound for pound, they're right up there with werewolves in a slugging match.

That being said, I think Prometheans are capable of more and more deep-seated wide-scale devastation than any other line in NWoD unless Hunters get a nuke or something. And they can do it just by staying put - every Promethean passively creates a Wasteland around them if they don't move on, and Wastelands can get horrifying quickly. Particular honors go to the Zeka, Prometheans born of radioactivity. Their wasteland is a nuclear fallout zone.

So, this means Prometheans line is all about "woe is me, I'm a monster"? But this is exactly what's so hard to keep up for group of players.


I know if I was to run a game of Promethean their milestones would come after defeating big bad monsters like Wyrm creatures or rogue mages or whatever.

If this isn't a possibility may I suggest the devs that read this thread a splat book for this line to make this option viable? "Kung Fu Golems" sounds like the only way to play golems IMHO.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Kanthulhu posted:

So, this means Prometheans line is all about "woe is me, I'm a monster"? But this is exactly what's so hard to keep up for group of players.


I know if I was to run a game of Promethean their milestones would come after defeating big bad monsters like Wyrm creatures or rogue mages or whatever.

If this isn't a possibility may I suggest the devs that read this thread a splat book for this line to make this option viable? "Kung Fu Golems" sounds like the only way to play golems IMHO.

Promethean isn't really about "woe is me, I'm a monster." That's certainly part of it, but Promethean is more about examining what it means to be human. Every Refinement is ultimately a philosophical approach to that end.

Refinement of Aurum/Gold (Mortality): study and interact with humans to better learn how to *be* human.
Refinement of Cuprum/Copper (Self): Solitude and meditation, looking inwards to understand the self and one's place in the world, including one's Wasteland.
Refinement of Ferrum/Iron (Body): A strong soul cannot exist without a strong vessel, and so the body must be trained and honed.
Refinement of Mercurius/Quicksilver (Pyros): Pyros is the Divine Fire that animates the Prometheans, so it must be studied, analyzed, and manipulated to stoke it into a true soul.
Refinement of Tin/Stannum (Torment): Torment and Disquiet are part of the Prometheans, too, and should be embraced, lashing out at a world whose very fabric rejects them.
Refinement of Aes/Bronze (Aid): Community is the root of human society, so aiding others in their Pilgrimages may lead to its own enlightenment.
Refinement of Argentum/Silver (Mystery): Just about every other supernatural in the World of Darkness was a human that became something else, and Prometheans are the other way around, so they study the other supernaturals and how they become what they are in hopes of reversing the process.
Refinement of Cobalus/Cobalt (Impurity): One cannot understand virtues without understanding flaws, so the failings and impurities that wrack Prometheans must be studied and perhaps lessened or negated.
Refinement of Plumbum/Lead (Source): All other Refinements look away from what the Promethean currently is, but there is wisdom to be gained in studying where it all starts - with the base Promethean nature itself.
Refinement of Centimani (Flux): Prometheans are not human, and some lose faith in the Pilgrimage and embrace being monsters... although that itself might be a lesson, coming to understand humanity by understanding what humanity is not.


Just about every Promethean pursues multiple Refinements at different points in their existence - no one Refinement has all the answers, and it's a deeply personal choice and approach to the Pilgrimage.

Kanthulhu
Apr 8, 2009
NO ONE SPOIL GAME OF THRONES FOR ME!

IF SOMEONE TELLS ME THAT OBERYN MARTELL AND THE MOUNTAIN DIE THIS SEASON, I'M GOING TO BE PISSED.

BUT NOT HALF AS PISSED AS I'D BE IF SOMEONE WERE TO SPOIL VARYS KILLING A LANISTER!!!


(Dany shits in a field)

Cythereal posted:

Promethean isn't really about "woe is me, I'm a monster." That's certainly part of it, but Promethean is more about examining what it means to be human. Every Refinement is ultimately a philosophical approach to that end.

Refinement of Aurum/Gold (Mortality): study and interact with humans to better learn how to *be* human.
Refinement of Cuprum/Copper (Self): Solitude and meditation, looking inwards to understand the self and one's place in the world, including one's Wasteland.
Refinement of Ferrum/Iron (Body): A strong soul cannot exist without a strong vessel, and so the body must be trained and honed.
Refinement of Mercurius/Quicksilver (Pyros): Pyros is the Divine Fire that animates the Prometheans, so it must be studied, analyzed, and manipulated to stoke it into a true soul.
Refinement of Tin/Stannum (Torment): Torment and Disquiet are part of the Prometheans, too, and should be embraced, lashing out at a world whose very fabric rejects them.
Refinement of Aes/Bronze (Aid): Community is the root of human society, so aiding others in their Pilgrimages may lead to its own enlightenment.
Refinement of Argentum/Silver (Mystery): Just about every other supernatural in the World of Darkness was a human that became something else, and Prometheans are the other way around, so they study the other supernaturals and how they become what they are in hopes of reversing the process.
Refinement of Cobalus/Cobalt (Impurity): One cannot understand virtues without understanding flaws, so the failings and impurities that wrack Prometheans must be studied and perhaps lessened or negated.
Refinement of Plumbum/Lead (Source): All other Refinements look away from what the Promethean currently is, but there is wisdom to be gained in studying where it all starts - with the base Promethean nature itself.
Refinement of Centimani (Flux): Prometheans are not human, and some lose faith in the Pilgrimage and embrace being monsters... although that itself might be a lesson, coming to understand humanity by understanding what humanity is not.


Just about every Promethean pursues multiple Refinements at different points in their existence - no one Refinement has all the answers, and it's a deeply personal choice and approach to the Pilgrimage.

Yeah, Ok where's the fighting?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Kanthulhu posted:

Yeah, Ok where's the fighting?

Depends on how fighting fits into a given Promethean's Pilgrimage. Prometheans following the Refinement of Iron often seek out fights, and it's not hard to imagine other Refinements having reason to fight.

Beyond that, combat mainly comes from creatures called Pandorans that feed on the Divine Fire and from Disquiet turning people against the Promethean.

Combat isn't the point of Promethean, really. Prometheans are ridiculously hard to bring down, heal easily, barely need to sleep, can come back from the dead at least once (and Osirans can do it many more times than that), and wield some remarkable powers, but their primary threats are more existential than anything that can be fought.

You could make a combat-oriented Promethean game, probably, but that would be rather missing the point of Promethean unless you're using a time of great conflict as a backdrop to the game.


It's not without reason that Promethean is very likely the least-played game line in all of NWoD.

Tehan
Jan 19, 2011
Yeah, White Wolf very often gave it's playerbase more credit than the majority of them deserved, but I'm glad they did, because it sure as hell beats the alternative.

Fantastic Alice
Jan 23, 2012





You know, Promethean sounds like it could make a pretty bitchin book series. Or possibly a game similar to Planescape Torment I guess.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
All of that said about Prometheans rarely having reason to fight said, however, they are some of the biggest combat heavyweights in the entire World of Darkness - handy when your very existence poisons the land and drives people insane. They're ridiculously hard to kill (RAW, a defensively built Tammuz has a non-trivial chance of surviving a nuclear detonation, and that's not even the nuclear lineage...), can immediately come back at least once, heal easily, can eat almost anything and remove the almost with the right merit, barely need to sleep, and their supernatural powers, called Transmutations, can make an already formidable individual even stronger.

Their Wastelands and Disquiets, though, are the really dangerous things about Prometheans - dangerous to them and dangerous to everyone around them. Both start to build if a Promethean hangs around a given area or group of people for more than an hour, and ramp up the longer the Promethean stays. Every Promethean lineage also has a Torment, which is what happens when the Promethean completely snaps and goes crazy for a while.

For Wretched, the Frankensteins, their Disquiet manifests in people simultaneously pitying and fearing the Promethean, the way a neighborhood might pity but fear the bully who's grown up in an obviously bad home environment. As the Disquiet builds, pity and fear give way to maniacal group hatred of the outsider as a danger to the community. Their Wasteland unleashes fire: thunderstorms are attracted to the area and last unusually long times and fires start more easily and spread rapidly. A full-blown Wretched Wasteland is an out of control inferno permanently shrouded in an apocalyptic electrical storm. Their Torment is insane, irrational rage with a hair-trigger temper.

For Osirans, the Nepri, their Disquiet turns the Osirans' own predilection to be coldly unemotional on its head, starting with making everyone around them a bit more emotional and irrational than usual, and more prone to quickly changing moods. As the Disquiet builds, the mood swings and strong emotions worsen to the point that someone can be warmly embracing you one moment, cowering in fear of you the next, beating your brain in with a handy brick a second after that, crying in regret and pain a moment later, etc. Their Wasteland poisons the water around them, first making water taste bitter and sulfuric, then leading into prolonged droughts as sources of water rapidly evaporate and what remains becomes stagnant and toxic. Their Torment is becoming Vulcans, coldly amoral beings motivated only by passionless and pitiless logic.

For Galateids, the Beautiful, their Disquiet causes jealousy and obsession - people just have to get to know this beautiful stranger while those they care about begin to suspect that anyone who spends time with the stranger is clearly cheating on them. In full swing, their Disquiet makes everyone utterly obsessed with them or murderous from jealousy - and that obsession is never, ever healthy. Their Wasteland drains the air of oxygen, poisoning the atmosphere and making everyone tired and light-headed. People, especially infants and the elderly, slip into comas and suffocate in a full blown Galateid Wasteland as the air starts to become unbreathable. Their Torment makes them every crazy ex you've ever had, simultaneously hating everyone yet needing them.

For Tammuz, the Golems, their Disquiet makes people simultaneously start to depend on the Promethean but also resent them for it - people know this lady can get the job done, but hate that they need this lady to do it. Like other Prometheans, this only intensifies as the Disquiet grows, making the Promethean the person everyone needs for everything and utterly hated for it as people also hate themselves for being so incapable next to the stranger. Their Wasteland poisons the earth itself, making the land less fertile and sinkholes start to appear. A full power Tammuz Wasteland is a Dust Bowl confined to the area around the Promethean riddled with geological collapses as the structure of the ground crumbles. Their Torment is a two-stage process, first an out of control berserk frenzy to make a werewolf blush, then a suffocating black hole of depression.

Ulgans, the Riven, are a bit different in that other supernaturals are the most familiar with what happens. Their Disquiet eats away at the human consciousness of people, who start to fall into simpler, animalistic actions and emotions or into lives of rote routine. These worsen as the Disquiet grows, people either devolving into automatons pantomiming human life or becoming possessed by spirits. Ulgan Wastelands are the stuff of nightmares to werewolves and sin-eaters: the veil between the mortal world and the world of spirits starts to thin. Strange stuff happens at first, hauntings and other weird but fairly "normal" supernatural phenomena. As the Wasteland grows, things cross the veil with increasing ease and most of the supernatural World of Darkness shits a brick. Their Torment makes them behave purely on single-minded instinct, immune to rationality and reason.

Zeka are a new lineage, nuclear Prometheans with an affinity for radiation. They're rare and dangerous even by Promethean standards. Their Disquiet is a curious one in that it isn't necessarily directed at the Promethean. It manifests as growing fear and paranoia, of the Promethean but also of everyone in general. At full strength, it's witch hunts, civil war, and utter paranoia and xenophobia run amok. Their Wasteland is exactly what you'd expect: a nuclear fallout zone, starting from nothing really worse than normal background radiation but escalating to "Hiroshima, circa 1945 the day after Little Boy" given time. Their Torment is an intense need to gently caress poo poo up, not necessarily anger so much as a primal drive to destroy.

Unfleshed, the Prometheans born of machinery and computers rather than anything organic, don't have a Disquiet or Torment of their own - each Unfleshed has their own, typically taken from one of the above five. However, they do have their own Wasteland. If you've seen Transformers 4: Age of Extinction, remember the bombs that turn the landscape into metal? That's what an Unfleshed Wasteland does, albeit slowly and by degrees.

Fantastic Alice
Jan 23, 2012





There any interesting Prometheans to talk about? I think someone mentioned Frankenstein's Monster being one. Did they mean he's a good example, or that they actually use him for the gameline?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

xanthan posted:

There any interesting Prometheans to talk about? I think someone mentioned Frankenstein's Monster being one. Did they mean he's a good example, or that they actually use him for the gameline?

They use him for the gameline - he's the first of the Wretched Lineage, is in the opening fiction, and he's a surprisingly intelligent, polite, and laid-back guy.

Osirans draw from the myth of, well, Osiris - how he was cut into pieces and then resurrected by Isis minus one bit.

Galateids are from the myth of Pygmalion and his statue, though the Galateids themselves are made from corpses.

Tammuz are the Golems and draw directly from that myth.

Ulgans draw from myths of tribal fetishes, made from human corpses as vessels for spirits.

Unfleshed have already been discussed, but they draw inspiration from Pinnochio (for the Construct variety, which are Unfleshed made from stone or wood or what have you) and I, Robot, among others.


Frankenstein's Monster is the only popular myth outright stated to be a Promethean in the game line. The other characters are just random Prometheans. The origins of the Osirans, Galateids, and Tammuz are murky and they may or may not have any actual connection to the myths their nicknames suggest they come from.

gatz
Oct 19, 2012

Love 'em and leave 'em
Groom 'em and feed 'em
Cid Shinjuku




Velvet Velour told us that the undercover hunter who's hounding her is now hiding in the Sin Bin. It sure is a small world, what with Velour's club being across the street from the Sin Bin. Likely this was a strategic choice on the hunter's part, as the Sin Bin would allow her to still keep close tabs on the club, at least in theory.



According to the sign pointing downstairs, she may be too busy shaking her rear end to perform any meaningful hunter activity.

In any case, we could begin searching for the hunter downstairs, but we could also talk to our friend Flynn, try to get information on her, or set up some sort of private dance -- a perfect opportunity to kill her in private. We'll try speaking with Flynn, as we can always search on our own later.



You got a girl who works here with a broken heart tattoo on her back?

Uh... yeah, Chastity. She works downstairs in the booths. But if you're lookin' for someone to, uh, trim your hedge, heh, heh, I got better girls than her. She ain't exactly... adventuresome. Know what I'm talkin' about?

I'm sure she'll do just fine.

Alright. It's your dollar. But if you want a private show, you're gonna have to wait until the booth customers clear out. The girls don't come out for one-on-one action until then.




So be it. Given where we are, it's unlikely that the booths are empty.



There are three booths; two of them are occupied, the first by one of Chunk's many siblings. He is completely engrossed in the show, thus having no time for us.

If you look closely at the dancing girl's back, you can see that she doesn't have a heart tattoo. She's not our girl.



The second room is taken by another just-as-unresponsive customer. We can see a different girl dancing, but we can't get a good look at her back.



Instead of waiting, we move into the empty booth.



Five dollars poorer, we now see that our mark is indeed on-stage. Well, probably our mark. That heart doesn't look very broken to me. Yet murdering her now would be a mistake. She's in plain sight of at least three people, and we're supposed to do this in private, not to mention the immediate trouble it would cause us.



Instead, we've got to find some way to clear the scene -- first by emptying those booths. Where better to start than the locked manager's office?



After passing a lockpick skillcheck of 5, we picked up a fancy watch off of a filing cabinet. A computer terminal sits on the desk behind us.



peepshow. That's probably what we want, controls to the whole shebang. Of course we're first going to go through everything else. What LP do you think you've been reading?

>inventory



What follows is a list of erotic titles.

playfulrabbit posted:

Playful Rabbit: Video-Erotica for Couples

-Hazy Lens Simulated Copulation 7
-Lukewarm Passion Theatre: The Minister's Wife
-Petticoat Dreams
-The Dowager's Driver
-Playful Rabbit's Hotest Peninless Sex Scenes Revealed
-How Scandalously Ribald!
-A Collection of Girls Staring Longingly Into Each Others' Eyes, Set To Saxaphone


That last one I assume is the title of a Panic at the disco song. It certainly fits their MO of capitalizing every word and being obnoxiously long.

beastmastur posted:

Beastmastur Productions: The Finest in Fresh-Faced Feathered and Furry Frolicking

-National Anthropomorphic Explorer: In search of the Wild Madagascar Tree Choad
-Lady Chatterly's Woofer
-Big Game Humper 4: Furbound
-Global Goose Chase 19: The Wet Hot Waterfowl of the Nile
-Rooby-Roo in: Rhymes with Ruttspucked
-Yetifelcher

j pron posted:

J Pron: Hottest Import Features

-Schoolgirl Everything
-Platooning
-Soiled Train Seats
-Mangalicious Androgyny
-Prove She's Not 18!
-Mechapunani
-When Tentacle Met Orifice
-The 2004 Enemasters


I'll wait for you all to clean up before we proceed.







Let's continue.

>logfile

The password is sinner. No-one said the manager of a peepshow/porn shop would be creative.




jennifer posted:

Jen's totals ;-)
-CR $100
-CR $250
-CR $250
-CR $150
-CR $250
-CR $550 (2 customers)
-CR $150

kerri posted:

Kerri's totals
-PS $240
-CR $350
-CR $750 (donkey show)
-CR $250
-CR $250
-CR $350
-CR $250

chastity posted:

Chastity's totals
-PS $120


How fitting that Chastity is lining the owner's pockets with the least amount of money. As VV let us know before, that's our girl.

>private
Password: dirtydog




'dmp'?



If you couldn't get Flynn to tell you this through conversation, this is the other way to progress in the quest.

'big john' farm posted:

John's finally left the acting side and has behun to produce films. As expected, he's stickin' to the farm stuff. He said to contact him at 1(888)555-0101

That guy needs help.




We now move on to the peepshow directory. The password is, again, sinner. You know that advice that you should use different passwords consistently? I genuinely wonder who follows it.



status posted:

Window 1: MALFUNCTION. Override unavailable.
Window 2: Operational.
Window 3: Operational.
Notes: Parts on order for window 1. -FB


If you're not putting two and two together, what this means is that we can't close window 1 through the lockdown command. Booth 1 is occupied -- it's 2 that's empty. We'll need to find an alternate solution to get rid of the watcher in booth 1. Either that or the problem will work itself out. Perhaps when the dancers see that windows 2 & 3 have been closed, they'll stop of their own accord.

Only one way to find out.

>lockdown



The windows in booths 2 and 3 close.



Despite repeated attempts to reopen window 3 à la money, it doesn't budge.



Visibly upset, the man kicks once at the window; a futile endeavor to be sure.



Beaten, he leaves the room with a sore leg and, I assume, a throbbing erection in his pants.




Melissa can add 'gave a pervert blue balls' to her growing list of accomplishments. Now let us see what lies behind door number one.



Chunk numero dos stands stock still, staring through the open window. It looks like the show has ended, so let's just assume he'll wander out on his own.



The door leading to the stage is locked, predictably. Yet we unlock it with ease, step through the doorway, and...



Uh...



Kind of odd that she cares so little we broke into break room1 next to the stage. The color of her hair signals us that she isn't our target, which means our mark is still on-stage. Since going to do this without any witnesses, we can use this situation to our advantage.

1. It even has a water cooler.

[Persuade] How about a freebie for me in the other room?



The "pleasure palace" turns out to be another lovely room down the hallway. Works for me, as Kerri here is no longer in the picture...



The hunter is still on-stage...



And it appears the last possible witness is now walking away.



Chastity remains dancing on-stage, seemingly oblivious that no-one except for Melissa is watching her. Works for me. Here's hoping that these walls are soundproof.

As soon as we walk on-stage...



A loving katana materializes in the hunter's grasp. Great.



I don't doubt that a trained hunter can recognize a vampire on sight, but having the ability to spontaneously create a katana out of thin-air leaves me skeptical. Regardless, it's time for another

Boss fight!
https://www.youtube.com/watch?v=eL4Vbw6pthI



Chastity knows how to wield a blade. Taking repeated strikes from her would certainly leave us in critical condition, but that's only if we don't activate fortitude.



Now it's hot katana on katana action here in the basement of the Sin Bin. I'm unsure if that 14 damage is from Melissa's katana, or the fact that Chastity looks to have impaled herself with her own.



Even with fortitude, Chastity is nothing to laugh at. I mean that this fight isn't a cakewalk, not that a stripper wielding a katana isn't funny.



With enough skill you can bring her down. Now we just walk away, hoping these walls are soundproof, and peruse back to Velvet like it ain't no thing. What do you mean there are puddles of blood in the peepshow right after I went in? What do you mean Chastity got murdered after I was asking for her? I have no idea what you're talking about. A solid plan indeed.



Oh and on our way out



Window 1 decides to close on its own. So much for being inoperable.



Well it's a good thing that happened, because Chunk #2 decided to come back right after it closed. He inserts $5 in the machine, and...



Uh, don't mind all the blood. Perfectly normal at this time of night.



Before we leave, let's check in on Kerri. She waits for us in the "pleasure palace", the throne being a lovely wheelchair.



I think you can guess what type of pleasure Melissa's wanting right about now.












This note hangs on the wall. I'm unsure as to what tips can be given through a solid glass window. Maybe they slide it under the door with a note as to who it's for.




In any case, we've done all that there is to do in the Sin Bin. Back to Vesuvius.





Velvet.



About that hunter... that hunter's dead.



There will be others. You'll have to do the same.


Or she could get another lackey to do it.

Yes, I'm quite a compelling subject, I'm sure. Hopefully, though, I'll have some lovely young Kindred by my side to protect me.

Don't count on it.

If you can't appreciate just how generous the gift of my presence is, maybe you should spend your time indulging in something more suited to your tastes... like a carnival, or perhaps a rodeo or something.

It's starting to stink in here, think I'll do that.


As we turn to walk out...



That one of your "boyfriends"?

David Hatter's an aspiring screenwriter and hotel manager. He comes in more often than he would admit - several years now. Poor dear just can't get a break. I overheard him talking about his new screenplay with one of my girls.


That's right, we met him at the Luckee Star.



He's writing a movie about the Bush administration?

No... it's about Kindred.



No Xmas bonus?

Death. I'm afraid poor David's big break, the screenplay he's worked so hard on, must be destroyed, and his less than silent partner must be... executed. I know David too well - I'm very fond of David - and I'm too close to do what needs to be done.


She sounds like every bad co-worker right now: make every excuse as to why you can't do your own work, and pawn it off to someone else.

You're asking me to destroy Hatter's screenplay?



This sounds like a problem your trying to pawn off on me.

David's such an endearing and creative fellow. If I did this personally, I'm sure he'd never speak to me again... and that would just break my heart. :smith:


Is there anything that wouldn't break your heart?

Fine. I'll do it.

David works at the Luckee Star motel. He's very passionate about his writing - he loves to talk about his craft - I'm sure he'll talk about his screenplay. It may take some persuasion to get him to give up his collaborator's name, however.

Sounds good for a couple of laughs.

After this is over, I promise you'll have my complete attention.


Oh yeah, I'm sure that'll be worth it. :jerkbag:

I'll come back with David's screenplay.

Before we go, let's collect our reward for the hunter quest.





VV sent me over. She said I could have a freebie.

VV sent you? Oh, right. She paid for you in advance. She told me to give you whatever you wanted. Shall we go back to the private rooms?

Sounds like a fine idea.

Just follow me. We're almost there.




Back in a private room...



We're good on blood, so...

Hm, I'm not hungry right now, so get wild for me!



A few odd hip motions later, and the dance is done. I guess you can watch it here if you really want to.



Next time it's on to dealing with David Hatter and his mystery source.



Appendix: More information on Hunters

Ghostwoods posted:

JackNapier posted:

Another edit because the question just popped into my mind, is there any real explanation on the Hunters from Reckoning and their "Creeds"? Or is it literally just "Hey, you got the poopoo kicked out of you when you were alive by life, here's some magick powers to make you feel better, go kill supernatural things"
:eng101: Finally, a question I feel actually qualified to answer! (Disclaimer: it's been a long time since I wrote Hunter: Apocrypha, so I might get some minor details wrong)

WW meta-canon was that Chinese myth was actually the most correct version of creation.

In the natural course of things, the Great Cycle of the world's ages turned. The Old World of Darkness approached the Sixth Age -- the destruction of the old world and the reign of Hell, also known as The Final Nights, The Apocalypse, &c &c. The Jade Emperor's lieutenants, the Ebon Dragon (Yin) and the Scarlet Queen (Yang), started panicking. They decided they had to intervene, despite the Jade Emperor's absence (or, indeed, permission).

Last time the cycle was in that position, The Jade Emperor and his lieutenants created the Wan Xian, divinely-imbued mortal heroes. They totally trounced the demons and their masters, the Yama Kings, as intended. Then they became power-hungry and fell into evil. The Jade Emperor got pissed off, turned the Wan Xian into the Kuei-Jin, the "Kindred of the East", and then left in a snit. Not even his lieutenants get to see him nowadays.

So, the Ebon Dragon and the Scarlet Queen decide that since the plan worked last time, more or less, they've got to try the same thing again. Even though they know need the Emperor's help to reach perfection. Working together, they create the messengers, to imbue Hunters with their gifts (It wouldn't be seemly to do it themselves). However, they can't quite find the necessary balance. When the Scarlet Queen's hand is too heavy, Zeal arises, seeking to cleanse the Earth of corruption -- Defenders, Judges and Avengers, as the Mercy of Zeal, the Vision of Zeal, and the Zeal of Zeal. When the Ebon Dragon pushes too hard, seeking to save the pure, they create Mercy, with Martyrs, Redeemers and Innocents, as Zeal, Vision and Mercy of Mercy. When they get it right, they create Visionaries, intended to find ways to help minimize the damage caused by the coming Sixth Age -- but they got that very wrong a couple of times first, too. Waywards, the Zeal of Vision, are always on, and go mad from always seeing the horror; Hermits, the Mercy of Vision, are overwhelmed with information from the universe, and go mad from all the noise.

The purpose of Hunters is not to avert the apocalypse, however. The Sixth Age has to happen. The imbued are not told this, lest they rebel, but they're there to bring it on as quickly as possible, thereby minimizing the damage it causes, so that the Age passes as painlessly as possible.

Remembering their last collective failure, the Scarlet Queen and the Ebon Dragon put strict caps on Hunters' power levels. Instead of quality, they go for quantity, hoping the flood of weak heroes will succeed where a small number of uber-powerful heroes did, without finding corruption afterwards. Of course, the Yama Kings, who rule Hell, quickly realize that they can tempt the Hunters into becoming demons by offering strong (Level 5) edges. There's nothing to fear, as the Jade Emperor hasn't even authorized this program. Other forces also get in on the action, and Hunters start getting snapped up to become the agents of various powers.

In the end, it's impossible to tell (i.e. down to the individual storyteller) whether the Hunter program helped the world, or hindered it.

gatz fucked around with this message at 05:42 on Jul 24, 2014

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Hahaha the stripper with the hair using the sad attempt at physics this version of the Source engine used :allears:

Poor Melissa is gonna end up with a cape just like that :smith:

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Stroop There It Is
Mar 11, 2012

:gengar::gengar::gengar::gengar::gengar:
:stroop: :gaysper: :stroop:
:gengar::gengar::gengar::gengar::gengar:

gatz posted:

Death. I'm afraid poor David's big break, the screenplay he's worked so hard on, must be destroyed, and his less than silent partner must be... executed. I know David too well - I'm very fond of David - and I'm too close to do what needs to be done.
Ugh, can't :rolleyes: enough at her. I'm glad Melissa is reacting appropriately.

I'm gonna try to explain the mysterious katana manifestation with the level 1 Hunter ability Cleave (an Avenger Edge). You can summon a weapon out of mid-air, but it's only supposed to last for a limited amount of time. :shrug: That would make the fight way too easy, though... and I'm not sure if she's supposed to be an Imbued rather than just a "normal" vampire hunter, like every other one in the game.

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